Champion Concept - Shaman Jungler (Half baked)

tjlee003·11/1/2016, 1:30:55 PM·1 votes·272 views

Lore Idea: A secluded shaman. He has wondered Ionia for centuries, staying young by absorbing life energy from the spirits of wild around him.

//Really simple idea. Really simple lore. //Played around with the idea of him being alistar's grandfather or grand uncle or something.

Game play idea: You can draw upon the totems to gain temporary energy to counter effects of using your abilities, but drain the totems for a period of time. He uses a hammer as a primary weapon.

//This champion is one that I want to have drawbacks and punishments for not doing anything on the map. He was built to be kind of like Skarner in that aspect. He could run a lane role, but wouldn't thrive.

Passive: The Shaman's presence causes a number of Totems to appear at set points on the battlefield, which hold spiritual energy. The energy can be extracted from the totems allowing The Shaman to fill his energy bar. This also grants you a small permanent amount of health.

You draw energy from the totems by going next to them and channeling for a few seconds granting you energy to use for your abilities. This energy does not regenerate. However, you do get a set portion back when returning to base. The health stays the same over the course of the game.

Q: channel energy into a hammer swing hitting a target for extra damage and a slow. If you have no energy the ability will use health instead.

spammable just need the energy

W: draw upon near totems to gain a shield and a large amount of movement speed. The more active totems caught in this ability the more of an effect you get.

Drains affected totems temporarily. long cd

E: A targeted short burst aoe slow and burn. If you have no energy you are slowed considerably.

moderate cd

R: Summons three totems around him that grants a large buff and energy to the Shaman in the area. Within the area the Shaman can cast his abilities without the debuffs for the duration of the ult. After you run out of the area you lose buffs fast.

//The idea behind the abilities are; Q: can do a ton of damage while skirmishing, but while it does a ton of damage it is an energy drain on you and can lose you the fight. W: this is your gank initiator and in a team fight it will help you dive to the back line. It has a more lasting drawback as you can't use the totems for quite a while (i want to say like 2 minutes but i am no expert on balancing). It will help out a ton in the early game ganks. E: a nice slow keeps ganks from going sour so long as you haven't wasted your energy clearing camps and it does well in team fights. R: enables you to go all out with no drawbacks except the area that you casted your ult. It might also buff your damage and tank stats just as an added padding but I think that the energy renewal will be enough of an added bonus.//

In Game: Early game you gain a lead using the passive health bonus from totems and relatively fast clear time from the Q and E damage. Try to work in some early ganks as that is when you are strongest. Mid game your mid game is well off using your ult to gain advantage over objective choke points. Try to close out the game before late game if possible. Late game you are over your peak and you build tanky with that extra health and early advantage keeping you relevant.

I thought this up in like an hour so after watching Jeremy. It is by no means complete. I just liked the idea and thought some feed back would be good. Thanks :)

I might post more half baked ideas in the future.

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